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KO

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A KO, short for Knock-Out or Knock-Off, is the term used to describe the situation where a player is knocked back beyond the stage's blast lines by the opponent's actions.

Standard KO

The KO'd player is sent to a revival platform to re-enter the match. The following may then happen depending on the type of match:

  • In a Time match, the KO'd player will lose a point, while the player who made the KO gains a point.
  • In a Stock match, the KO'd player loses a stock. If a player loses all of their stock they will receive the following:
    • Single-player: A continuation or a Game Over (if the player doesn't have enough coins in Melee and Brawl, or chooses to quit).
    • Multiplayer: Removal from the rest of the match.
  • In a Coin match, the KO'd player loses half their coins, rounded down. SSBB prevents a player from losing more than 100 coins at once. The lost coinage will fly into play if the KO was made off the side (the most common, cheapest, unvaried way to KO a player).
  • In the Subspace Emissary, the next character in the lineup is loaded and teleported into play without a revival platform. One stock is also lost.
    • Characters can also be KO'd in Super Smash Bros Brawl's Subspace Emissary if they are crushed by moving walls, ceilings, or floors.

If a player has no stock remaining, then they do not reappear. They are then either removed from play (multiplayer matches) or receive a Game Over (single player modes).

KO Property

In Super Smash Bros. and Super Smash Bros. Melee, each character has a "KO property" which starts out empty. When a character is hit by an attack (be it a physical attack, a projectile, an item, etc.), their KO property is set to match whoever made the hit. The KO property is reset once a character lands on the ground and is no longer moving as a result of the attack's knockback. When the character is KO'd, the KO goes to whoever matches the KO property. If the property is null, the KO counts as a self-destruct. In simple terms, it goes to whoever made the last hit. Stage elements in SSB will reset the KO property to null with the exception of the acid on Planet Zebes, so for example if a character is sent flying by an opponent's attack but is then hit by an Arwing's laser and KO'd, nobody receives the kill.

However, for whatever reason, this format was heavily altered for Super Smash Bros. Brawl. In SSBB, a character's KO property is never reset during a stock. If a character is hit at any time during a stock, it becomes impossible to self-destruct; a KO will be given to whoever made the last hit. So if a character is hit by an attack and jumps off the edge, it will count as a KO, not an SD. It gives other characters free KOs when the target character dies on his/her own.

One-hit KO

A one-Hit KO (or abbv. OHKO) is an attack with such high base knockback that it KOs at 0%. However, almost all of the so-called OHKOs are highly conditional; they all share the following restrictions:

  • The opponent does not tech, DI, momentum cancel, and/or crouch cancel.
  • There is no wall (or ceiling) to absorb the knockback.
  • Knockback may be insufficient to KO at 0% on very large stages (e.g. Hyrule Temple, New Pork City, 75m.).
  • Knockback may be insufficient to KO at 0% if the attack had been landed previously (due to Stale-Move Negation).
  • Knockback may be insufficient to KO heavy characters at 0%.
  • The opponent is not giant and/or metal.
  • The damage ratio is on 1.0 and no handicaps.

The typical rule of One-Hit KO's is being able to KO the majority of characters from the center of Final Destination at 0%.

Examples

Trivia

  • The smash attack with the Home-Run Bat is the only attack to be an OHKO in all three installments of Super Smash Bros..
  • In the trailers and Developer Direct of Super Smash Bros. 4, characters are not heard screaming when KO'ed, mostly because the game is still in progress.

See also

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